#lua cutscene camera scrolling
1 messages · Page 1 of 1 (latest)
function onBegin()
disableMovement()
coroutine.yield(celeste.CutsceneEntity.CameraTo(vector2(1050, -15), 7, monocle.Ease.CubeInOut))
--make the camera linger
setFlag("logo", true)
wait(4)
--make the camera go back slowly
setFlag("logo", false)endCutscene()end
i need to add the lines that are commented
or like
do something different
idk
thats why im here
and also i know nothing about coding stuff like this so please specifically point out how to implement your solution, with the exact code lines, unless you aren't sure yourself but you have a good idea? (i'm sorry i'm just kinda dumb)
if there was a way to just update the camera position at the end of the CameraTo
that would prob solve my issues
couldn't you save the camera's x and y positions at the start of the cutscene, then do another CameraTo to pan back to there?
like
local return_pos = getLevel().Camera.Position
-- later...
coroutine.yield(celeste.CutsceneEntity.CameraTo(return_pos, 1, monocle.Ease.CubeInOut))
my problem is cameraTo doesn't save the camera's position at the end, it automatically goes back to the start of the room really quickly
yea, this code saves the original camera position (from the start of the cutscene), and pans back to it
@sonic scaffold as thanks u get to see the cutscene 👀